Astrological game apparatus



April 7, 1951 A. M. LIGHTFOOT EI'AL 2,549,495

ASTROLOGICAL GAME APPARATUS 2 Sheets-Sheet 1 Filed July 8, 1948 AGNES M.LIGHTFOOT. VERA M. KELLY.

' MARS URANUS NEPTUNE SATURN Ortorneys.

April 1951 A. M. LIGHTFOOT ETAL 2,549,495

ASTROLOGICAL GAME APPARATUS Filed July 8, 1948 2 Sheets-Sheet 2 FifthHouse 'LEO Ruled By Characteristics Love affairs Children The firstchild. Speculation Gamblinqr 5 The Theatre Music Art Presents.

All things whlch give pleasure. Friends of Marriage Partner and FirstGhild.

.Sundgy Day Color Gol -"THE SUN IN YOUR HousE.

""' RULES YOUR FORTUNE ll-lORARY METHODS IO I fry .4. F157- .5. |s |s'SEXTILE TRlNE SQUARE OPPOSITION A. EJ-O 2 Houses Away 4 Houses Away 3Houses Away 6 Houses Away OpportunityAspect Good Luck Aspect ProblemAspect Forcing Aspect Good Extra Good Bad Extra Bad amen M AGNES M.LIGHTFOOT.

VERA KELLY.

3% I *Q'M attorneys.

Patented Apr. 17, 1951 UNITED STATES PATENT OFFICE 2,549,495ASTROLOGICAL GAME ArrARATUs Agnes M. Lightfq ot and we 1h; Kelly,Beaumont, Tex. I H p Q Application July 8,1948, Serial him-3 7,626

' scams. (or. 273 134) 1 This invention relates to games; arid an objectof" the invention is topr'ovide"a gamebased on the science of astrology.

M r spec ial t arrebjec of theme ent invention top rovide a game basedon the I relations existing between*the p1?n nd that form of astrologysigns of the zodiac and that-deals with thea'nswering of question's;jandwhich is generally referred to as horary astrology. v I

The game Of this invention comprises generally a" game board orhoroscope wheel divided into the twelve houses of the zodiac, sets ofplaying pieces bearing representations of the planets, adeck oi aspectcards bearin aspect symbols and aspect data; together with a suitablechance device such as dice. 'lfhe mentioned components are so oo-related'with'one another sentative playing-pieces orplanets used in playing thegame;

Figure 3 is a view of in playing the game; v v

Figure 4' is" an enlarged fragmentaryplane View of the game board formore clear dis,- cl'ols'ing the features of one oi the 'se the dice alsoemployed forming the zodiacal be1t"constitutin'g t e play-- ing surfaceof the board; v p

Figure, 5 isxa perspective view"'showi g" the several texts "formingcomponents of the "garne Figure 6 is a detail plane view ojffrepfeseiitative suit cards of a card deck"a1soIused in playj-T ing the game.

As disclosedby the drawings," the game apparatus comprises the followingcomponents:-

The ga me" "board or horoscope wheel Planets or playing" pieces Pair'of'dice Deck of aspect cards Booklet entitled Rules of Play Booklet"entitled Your Fortune" By Horary M'ethods t Booklet entitled The 'Sun'in Your House! Ea 'Qf' h ib loifne eat r-ate:

mentalities is herein described withparticiilarity in the order named,and under the appropriate headings, as I follows:

' GAME'BOARD OR.HOROSCOPE W'VI-IIEEL The game hoard, 'indicated in thedrawings by the reference, numeral [0 may 'be oi any convenient size or'edge contour. The playing surface of the board partakes of the nature ofa zodiacal belt divided into twelve segments IL Each"segment,' in turn,'is subdivided into three'distinctive areas, namely, a planetsign or"house area. l2, a"characteristics information area l3, and anintermediate travel area'l l; V

The'planetsign or house areas are consecutively numbered 1 through 12,each areahaving displayed within the-"confines thereof an identifyingnumeral' as shown. These sign or house areas are in the order asfollows: Aries, Tauris, GeminL/Cancer, Leo, -Virgo, Libra, Scorpio,Sagittarius, Capricorn, Aquarius and Pisces. l

Each of the characteristicsinformation areas l3"has imprintedorotherwise presented within the area thereof legendaryl matterinformative of the characteristics oi the associated sign or house areal3. For'iexaniple, and a's can be Seenby" reference to Figure oflthedrawings, the'characteristiefof the'fifthhouse, which is the sig-n'pr'ho se of Leo,{ ruled" by the F planet sun, and having the identifyingnumeral 5; are fu1ly -'set "forth iri the associated areagi 3. -As willbe i apparent as the description I proceeds, the characteristics of eachsign or house oif the planets will" be of'assistance to the players indetermining their" respective" horary fortune when the playin'g'o'f thegame has been completed.

Also', eacl'rsegment [I will have :itsareas l2 7 and-I3 ofth same "colorand the color of each segment" is' indicated" by a proper legendimpri'nted 'or otherwise'dis'played in the area 13 of that particularsegment, and as can be seen by reference tUFigure's l and 4 of thedrawings. h medieievri ar area A is generally Wh a d the tr ye jarea areall f th S m we;

we 1' and} the v 1 2f i each u P o d w t u tab e le enda y .mai,te

dition to. indicating the name of which, in ad I i he number of they huseapd t fs i n of h 's'r i ng' pl net; al r a es he r h da es covered ter b v a v Ar needli thelq nter' off the p a in b ar Wang t in the cnfin s. of .jthe zodiacal belt s i an. h -ref I o f eE c as tv atedtherea d adding to .the' em Ilishin'e'nts and attractiveness of the "game"hoard.

2 59i tan e. seen. by eference to iented star 5 hayingflthe points Asshown in Figure 2, the planets or playing pieces, each indicatedgenerally by reference numeral l6, and each bearin the name and signwhich it represents, are as follows:

Sun Venus Saturn Moon Mars Uranus Mercury Jupiter Neptune The relationexisting between the planets and the signs or houses of the planets,-aswell as the aspects of the planets are as follows: 7

, Sign or House Over Which Planets Aspects Rules Sun Benefic-Extra Good.Ruler of House No. 5. .Tupitcr do Ruler of House No.0. Mercury.Benefie-Good Ruler of Houses No. 3 and V l i O. 1. Venus do Ruler ofHouses No. 2 and No. 7. Moon do Ruler of House N o. 4. Mars.Maloficl-3ad R uqler 8of Houses No. l and t l o.

Ruler of House No. ll. Ruler of House No. 10. Ruler of House No. 12.

-In connection with these planet playing pieces it, it will be herestated that the object, intent and purposeof the game is for a player tobe the first to permanently place all of the planets. Since the game maybe played by two, and not 4 earning one of the sextile cards is to moveone of his played planet pieces l6 two travel spaces from its presentposition of rest in a travel area M, and an appropriate aspect legend,for example, Opportunity aspect good.

The definite travel and trade values of the respective card suits areset out as follows:

more than nine, players, the game apparatus comprises nine sets ofplanets, each player being equipped with one set of nine planets asshown in Figure 2. The sets of planets are each of a different color,with the playing pieces of each set being the same color. A playerpermanently places a planet when he has earned or received two trinecards forming a part of a deck of aspect cards all in a manner and as ishereinafter more full explained, under the heading Booklet entitledRules of Play.

PAIR OF DICE The dice-consists of a pair of conventional dice I! a shownin Figure 3. The dice are used to determine the order of play. To startthe game, each player in turn throws the dice. The player throwing thehighest total is the first player. The other players follow around theboard in countersclockwise order. The dice are also used to determinefor each player in turn, and by reading the dice against the identifyingnumerals of the house or sign areas [2, the planet or playing piece 56to be put by him in play. Also the dice are used to determine the numberof travel areas M a played planet piece is to be moved around thezodiacal belt. A played planet piece is one which has been put in play,that is to say, placed on a travel area M as a result of throwing thedice and as indicated immediately above.

DECK OF ASPECT CARDS A deck of seventy-two aspect cards, such as shownin Figure 6 and therein indicated generally by the reference numeral 58,i composed of four suits, namely, sextiles, trines, squares andoppositions, and each suit is composed of eighteen identical cards. Eachof the cards l3 bears the name of the suit to which is belongs, adistinctive sign and legendary matter setting forth a definite travelvalue, respectively, for the cards of that particular suit. Thus thecards of the sextile suit; for example, bears thereon the name Sextile,the appropriate aspect sign, the legend Two houses away which mean thata player of l Trine Card.

The manner in which the aspect cards are earned is clearly set forththereinafter under the heading Booklet entitled Rules of Play.

BOOKLET ENTITLED RULES OF PLAY The object, intent and purpose of thegame as previously set forth, and the manner in which the game may beplayed is set out for the convenience of the players in a booklet showngenerally in Figure 5 and therein indicated by the reference numeral l9entitled Rules of Play. The text of this booklet reads substantially asfollows:

1. Rules of play Two to nine persons may play the game at the same time.However-until you are well acquainted with the game it is best to playwith just a few players.

To start the game all players throw the dice. The player throwing thehighest total is the first player. The others follow around the board incounter-clockwise order.

The play around the board is always in a counter-clockwise direction andthe planets are always moved in a counter-clockwise direction.

The object of the game is to permanently place all of your planetsexcept the Sun and the first person to do so wins the game.

You permanently place a planet when you have earned or received twotrine cards. The earning of trine cards as well as the earning of allother aspect cards is explained in The rule of conjunctions.

2. The horoscope wheel 3. The pair of dice This is a pair of standarddice. In the playing of the game you throw the dice and the total thrownmust be used in one of two ways. First: To place your planets in play.If the total of the dice is the number of a house whose ruling planethas not been'placed in play, that planet must be placed in play in thatnumbered house.

' Second: To move your planets around the playing field. If the total ofthe dice is the number of a house whose ruling planet is already in theplaying field you must move that planet. You

move-it around the board the number of houses indicated by the total ofthe .dice. If the ruling planet has been permanently placed, it .can notbe moved so you move as follows: First: Any other planet on the playingfield except the Sun. You try .to choose a planet that will give you agood aspect card when you move itthe ,total numberof houses away fromwhere it is resting:

Second: If you have no planet on the playing field except the Sun, youplace in play some other planet. You place it in the'playing field ofits ruling house and not in the'house represented by the'total of the'dice. In this instance you throw the dice merely onthe chance that thetotal may be 5. represents house No. .5, whose ruling planet is on theplaying field or the board.

Special ruZe.-Th total of on the dice may betakenas either 10 or 1. Thechoice is with the player; If you throw a total of 10 you mayplaceeither Mars, the ruler of house No. 1 or Saturn the ruler of house No.10. By the sametoken' you may move either Mars one house away or Saturnten houses away. If both planets have been permanently placed you maymove another planet either 10-or 1. If only one of the two' has beenpermanently placed you 'must move the other.

4. The planets Sun-round-benefic (good) ,Mercurytriangular--beneficVenustriangular-benefic Jupiter-triangularbenefic Moon-triangularbeneficMarssquare malefic (bad) Uranussquaremalefic Saturn-square-maleficNeptune-square-malefic 5. The aspect'cards Sextile Square TrineOpposition "You earn one-of the first three every time-you landa planetin the playing field of a house where another planet isalready resting.already-there maybe one of your own or belong to-another player) This iscalled a conjunction. The aspectcard youearn is either good or baddepending upon the nature of the planet that was there first. Wheneveryou make a conjunction and earnone' of these aspect cards, you move asvindicated, that is v2 houses away, 3 houses away, etc;

Seattile.2 houses away-Opportunity aspect good.-The.sextil e card is agood aspect which gives you opportunity; You earn this card when your.planet'conjuncts a good planet. Every time you earn a sextile card youmove the planet you are playing 2-houses away. When you earn 2 sextilecards you must trade them for a trine card. Trina-4 houses away-Good-Zuck aspect extra good.- The trine card is an extra good aspectwhichbrings you goodluck. You earn this card when you conjunct a Sun ora Jupiter which are the extra good planets. Every time you earn a trinecard you move the planet you are playing 4 houses away. You also receiveatrine card when you have earnedf2 sextile cards. However, -you.onlymov.e trine or 4 houses away when you earn the trine card by making oneof the above conjunctions. When you earn orreceive 2 trine cards youpermanently ,place a planet' To permanently place" all of your planetsexcept the Sungisythe object of the game.

' q are3 houses wag -P o m aspe the Sun. Your Sun is always (The planetbad.--,The square card is a bad aspect which presents you with, aproblem. When youearn a square card you move the planet you are. playing3 houses away. When you earn 2 square cards you must trade them for anopposition card.

Opposition-96 houses awa'y-Jorcz'ng aspect extra bad.'-The oppositioncard isan extra bad aspect which forces you to solve a problem. Younever earn anopposition card by making a conjunction. Youreceive anopposition card only when you have earned 2 square cards. When you havereceived 2 opposition cards it causes j you the loss of a trine card.NOTE.Y011 never receipt of these cards.

move in, opposition .because you do not earn 0pposition cards butreceive them on a trade.

SPECIAL Norm-The above rules on aspect cards apply only to moves inconnection with the .Any move indicated by the throw of the diceincluding 4 and 6 is made accordingly, that-"is 4, houses away. 6 housesaway, etc.

THE RULE OF CONJUNCTIONS Every time a planet lands in the playing. fieldof a house where another planet is already resting, you make aconjunction. This may happen either when placing a planet in play orwhile moving it around the playing field.

EXcEPrIoNWhen a .Sun lands in the playing field of another Sun you donot make-a conjunction. The Sun represents the individual therefore twoor more Suns may rest together in the same house.

No other two planets may rest together in the playing field of any onehouse. when you'make a conjunction you receive an aspect card andmustcontinue moving. You continue moving as indicated by the aspect cardsuntil you ,land in the playing field ofa a Saturn or a Neptune, youearn'a square card a trine card but do not move trine.

and move square (3 houses away) from the planet you conjunct.

- SUPPLEMENT (11) 2 sextile cards entitled you to a trine card and mustbe traded for a trine card. When you earn the second sextile card whichentitles you to a trine card you'move sextile (Zhouses away). Then youtrade the 2 sextile cards for The only time-you move trine is when youearna trine ca-rcl lqy COn'juncting-a Sun or 'a Jupiter.

f(b) 2'trihe cards-entitle you to permanently place a planet and youmustjpermanently place a planet" Then you return the trine cards to thebookkeeper. T0,. permanently place a, planet, put the planet intotheinner colored portion of the house where the planet landed. You do thiswhen you have completed your playafter acquin Therefore,

is the Sun. The Sun can not be permanently placed. If you acquire thesecond trine card while moving your Sun, the procedure is as follows: Ifyou earned it by conjunctlng a Jupiter, move trine (4 houses away). Thenpermanently place any of your planets already on the playing field inthe house where you land. If you have no planet on the playing fieldthen permanently place any planet yet unplayed. If you received thesecond trine card by trading 2 sextile cards you have already movedseX'tile, so you permanently place a planet in the house where the Sunis at that point. As above, you permanently place, first, a planet inthe 'playing field; second, an unplayed planet if you have none in theplayingfield. Now if at this point your Sun has made another conjunctionyou can not let it rest in this house. Therefore,

you continue playing until your Sun lands in an unoccupied house or ahous efwith another Sun.

2 square cards give you an opposition card and must be traded for anopposition card. When you earn the second square card you move square (3houses away). Then you trade the 2 square cards for the opposition cardbut do not move in opposition.

(d) 2 opposition cards cause you the loss of a trine card. When youreceive the second opposition card you may already have a trine card inyour possession. In that case you turn back the trine card and the 2opposition cards to the bookkeeper. If you have no trine card in yourpossession at the time you receive the second opposition card you keepthe 2 opposition cards until you do receive a trine card. The very nexttrine card you receive must be turned in with the 2 opposition cards tothe bookkeeper. The rule is as follows: If you have earned the trinecard by a' conjunction with a Sun or a Jupiter, you move trine and thensurrender the trine card with the 2 opposition cards. If you receivedthe trine card by earning 2 sextile cards, you have already movedsextile (see a above) so you do not move trine. Instead you justsurrender the trine card and the 2 opposition cards to the bookkeeper. I

6. The play I. Each player chooses the house from which he intends toplay and then takes the set of planets of corresponding color. There arenine planets to a set. (Two players can not play from houses of the samecolor nor from the same house.) You may play either from the house ofyour birthday or play for someone else from the house of their birthday.

II. At this point you may turn to the booklet entitled The Sun in YourHouse and read the characteristics of each player.

III. Appoint a bookkeeper to be in charge of the aspect cards.

IV. Throw the dice to determine the first player.

V. Each player then places his Sun in the playing field of the housefrom which he is playing.

VI. Each player then takes his turn throwing the dice to place otherplanets in play. As explained before (under the heading .The Pair ofDice), the total of the dice determine the planet to be placed in play.For example, if the dice total 7, that represents house No. 7 and Venusis its ruling planet. So you place Venus in play in house No. '7. Atotal of 4 represents house No. 4 and Moon is its ruling planet.Therefore, you place your Moon in house No. 4, etc.

VII. Whenever your dice total the number of a house whose ruling planetis already in the playing field you move that planet the total number ofhouses away. For example -you have placed your Venus in house No. '7then you throw another 7. In a counterclockwise direction you count off'7 houses. This will place your Venus in house No. 2. The next time youthrow a '7 you will move your Venus to house No. 9, etc.

VIII. Whenever a planet conjuncts another planet either in placing inplay or while moving aroundthe playing field you receive an aspect cardand do as indicated (see rule of conjunctions). Then you continue tomove the planet you are playing (according to the rule of conjunctions)until the planet finds a house Whose playing field is unoccupied ormanages to be permanently placed.

IX. Once a planet is permanently not be moved again."

X. You move your Sun every time the total of the dice is 5. The Sun isthe ruler of the house No. 5.

XI. As explained in the rule of conjunctions your Sun may rest in theplaying field of a house with other Suns in it. However, it makes aconjunction with all other planets. Therefore, your play with the, Sunis not complete until it lands in a house whose playing field isunoccupied or is occupied by another Sun.

XII. Whenever the dice total the number of a house whose planet has beenpermanently placed you proceed as explained under the heading The pairof dice.

XIII. Your Sun is never permanently placed (see rule ofconjunctionsSuppleme'nt b).

XIV. The first player to permanently place all of his planets except theSun wins the game.

XV. The winner of the game then turns to the booklet entitled YourFortune by Horary Methods.

BOOKLET ENTITLED YOUR FORTUNE. BY

HORARY METHODS This booklet is shown generally in Figure 5 of thedrawings and is therein indicated generally by the reference numeral 20.The text of this booklet deals with the traits of the planets, and is tobe used in determining the answer to the question propounded by thewinning player. In this connection, and as will be apparent to thosefamiliar with horary astrology, an answer to the question is determinedfrom the characteristics of the house in which the planets are placed,the meaning of the aspects and the traits of the planets. As previouslyindicated, the characteristics of the houses are indicated on theplaying board, the meaning of the aspects are set forth in the rules forplaying the game as hereinbefore set out, so that such player has onlyto learn the traits of the planets in order to determine the answer tothe question. As justinentioned, the information as to the traits oftheplanets can be obtained by reference to the booklet above entitled.

BOOKLET ENTITLED THE SUN IN ,YOUR

' HOUSE In order to further add to the attractiveness of the game. thereis included as a part thereof a booklet shown in Figure 5 and thereinindicated by the reference numeral 2|, entitled TheSun in Your House.Thebooklet tells the general characteristics of a person born under thedinerplaced it can ent signs of the zodiac. The booklet is intended tobe read at the start of the game in order that the players may readtherefrom the characteristics of each player. The booklet is intended asan added bit of fun and enjoyment and for enhancing theentertainment tobe afforded by the playing of thegame of this invention.

While the invention has been described in detail in its presentlypreferred embodiment, it will, of course, be understood that such hasbeen done for purposes of illustration only and not by way oflimitation, and therefore only such limitations are to be imposedthereon as may reasonably come within the scope of the appended claims.

What we claim is:

1. Astrological game apparatus comprising, a game board havingdelineated thereon a horoscope wheel characterized by twelve segmentseach embodying a planet house area, a travel area and an informationarea, the planet house area having displayed within the confines thereofplanet identifying indicia, and the information area having displayedwithin the confines thereof indicia giving the characteristics of theplanet identified with the related planet house area; a set of planetplaying pieces for each player to be by him played upon the planet houseand travel areas, each planet playing piece having displayed thereonplanet identifying indicia; and a deck of aspect cards divided intosextile, trine, square and opposition suits, each card of the respectivesuits having displayed thereon a zodiacal aspect sign relating that cardto every other card of the same suit, each card also having indiciathereon indicating the aspect value of the zodiacal aspect signdisplayed thereon together with indicia indicating the number of houseand travel areas a predetermined planet playing piece is to be movedover the game board.

2. Astrological game apparatus comprising, a game board having thereon azodiacal'belt embodying a plurality of planet house areas, each planethouse area having displayed within the confines thereof indicia relatingit to one of the planets of the zodiac; planet playing pieces eachhaving displayed thereon a planet identifying indicia relating it to oneof the planet house areas of the zodiacal belt; and sextile, trine,square and opposition aspect cards each having displayed thereon one ofthe aforementioned zodiacal aspect signs, indicia indicating the aspectvalue of the zodiacal aspect sign displayed thereon together withadditional indicia determining the extent of movement of the planetplaying pieces in terms of planet house areas.

3. Astrological game apparatus comprising, a game board having depictedthereon a zodiacal belt embodying a plurality of planet house areas,symbols indicative of the planets displayed within the confines of theplanet house areas, planet playing pieces for movement over the zodiacalbelt, the symbols of some of the planet house areas of said belt beingduplicated on the respective planet playing pieces; sextile, trine,square and opposition aspect cards each having on one face thereof asymbol indicative of one of the aforementioned zodiacal aspect signs,together with indicia indicating the aspect value of the zodiacal aspectsymbol displayed thereon and also the aspect value of certain of theplanet symbols, and other indicia determining the extent of movement ofthe planet playing pieces relative to the planet house areas.

AGNES M. LIGHTFOOT. VERA M. KELLY.

REFERENCES CITED The following references are of record in the file ofthis patent:

UNITED STATES PATENTS Number Name Date 1,139,356 Fields May 11, 19151,323,872 Lajara Dec. 2, 1919 1,534,591 Hodges Apr. 21, 1925 1,628,4=12Lesavoy May 10, 1927 1,692,519 Spilling Nov. 20, 1928 1,769,726 WalkerJuly 1, 1930 1,803,818 Vail May 5, 1931 2,026,082 Darrow Dec. 31, 19352,165,891 Freedman July 11, 1939 2,310,686 Freer Feb. 9, 1943

